Figure 1. Combined simulation weights for three-way interpolated Dead Reckoning

Creating mobile real-time multiplayer racing games for GPRS/UMTS networks can be extremely difficult due to the network's large latencies. Read the CGAMES 2005 paper "Behavioral Assumption-Based Prediction for High-Latency Hiding in Mobile Games" by me and R. Bidarra, and learn how position predictions and corrections can be used to cope with this problem.

Razor main menu

During my internship at Ex Machina in 2005, I developed a multiplayer racing game prototype called Razor for UMTS/GPRS capable (Java) J2ME MIDP2.0 mobile phones using the Deus+ platform, together with two other people from the University of Delft.